The Low Rent Legion comes from the social dregs of Sanctuary. It barely
gets its GED from school, or a certificate of passing the bloody exam
in the Canadian system, and as such must learn on the job. As a result,
the only skills that can be applied are
CLVL 1
skills.
Any
further skill enhancement has to come from passive/synergistic skills
that accompany the life lessons learned in applying those CLVL 1 skills.
Any other Passive is allowed 1 skill point, in terms of the general dilletante
inclination of the RBD scum, but again cannot be actively be applied.
Any skill
that boosts a CLVL 1 skill can be boosted, the way one boosts the weight
on a bench press when working the pecs, triceps, and shoulders: more is
better.
To spell
it out, here are the CLVL 1 skills without reservation.
Amazon:
Bow:
1. Fire Arrow. Exploding Arrow can be maxed for synergy.
2. Magic Arrow . Max Away.
Magic:
1. Critical strike (Maxable)
2. Inner sight (Maxable)
One point each allowed in: Dodge/Avoid/Evade/Penetrate/Pierce.
No points allowed in Slow Missile, Decoy, Valk.
Javelin:
1. Jab can be maxed.
No other Jav Skills Allowed.
Assassin:
Traps:
Max Fire Blast. Any synergy for that can be maxed, never used. Blade Sentry,
Fury, and Shield are verboten. (Arguments that Blade Shield is a passive
are expected to be made, but I find it too much like a paladin Aura, so
I think not.)
MA: Tiger Strike and Dragon Talon can be maxed. All else verboten.
Shadow: Claw Mastery and Psychic Hammer can be maxed. Weapon Block allowed
one point. All other shadow skills verboten.
Barbarian:
Combat Skills: Bash maxed. Synergy of Stun and Concentrate can be maxed.
Masteries: Sword Axe and Mace maxable. One point allowed in passives Incr
Speed, Stamina, Iron Skin, Natural Res. Unless I get a serious objection,
I am ruling out Throw, Polearm and Spear masteries, as CLVL 6 applied
skills.
Warcries: Howl and Find Potion can be maxed.
Druid:
Elemental:
Firestorm
and both its synergies can be maxed. No other skills allowed.
Shapeshifting:
Lycanthropy and Werewolf can be maxed. No others used at all.
Summoning:
Ravens and Poison Creeper can both be maxed. No others used.
Necromancer:
Curses: Amp Damage can be maxed. No other curses.
Summon ing: Raise Skel, Skel Mastery, and Summon Res can be maxed.
Poison and Bone:
Bone Shield and Teeth can be maxed, as can their synergies: Bone Wall,
Prison, Spear, and Spirit.
Paladin:
Combat Skills: You can max Smite.
You can max Sacrifice, and its synergies Redemption and Fanaticism.
Offensive Auras: Max Might. (By the way, comments above indicate that
a player Might Max is a sound play. I concur)
Defensive auras: Max Prayer if you like.
Fire Res can be maxed.
As passives,
Cold Res and Lgt Res as lvl 6 and 12 can't be, one point only, but then,
does the way Blizz set up these skills make any sense anyway?
These are
a lot like the elemental masteries of the sorceress, but in the defensive
mode. Maxing these allows, even with no aura allowed other than fire res,
a Paladin to play a unique role with regards to the savagely bad cheese
known as the LE/FE/CE bosses. As rare as those encounters are, and given
the passive and defensive nature of these synergies, NO AURA USED for
Cold and Lightning, an allowance can be made on the contra elemental,
defensive basis, and a unique role for the paladin in weird boss action
options.
Sorceress:
Fire:
Max Fire Bolt and or Warmth. (Max Fireball and Meteor as desired for synergy.)
Fire Mastery Can Be Maxed.
Lightning:
Charged Bolt Maxed. Lgt can be maxed as synergy. Lgt Mastery can be maxed.
Cold: Ice Bolt and Frozen Armor Can be maxed, as can their synergies.
Cold Mastery can be maxed.
Oringinal
Post Oct. 15 2007
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